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Divinum Collectibles and Sanctite Guide

Shards, currency, secret ledges, and why the rune menu is your real checklist.

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Collectibles and Sanctite

Divinum hides power off the road. The main path will teach you a juggle. The side rooms will decide whether a cleansing ritual feels fair. This page is the pickup layer: Sanctite, life shards, mana shards, secret geometry, and how the shop turns sparkles into a different Fjør. Pair it with the map exploration guide rather than treating the two as duplicates. The map page is how to look. This page is what you are looking for.

The mid-page video is a full demo walkthrough, not a 1.0 100% route. Use it to learn how rooms hide ledges. Do not treat its inventory as the shipped campaign.

The four currencies of progress

Sanctite. The sparkly spendable. Late demo notes added a magnet so you are not vacuuming coins for ten seconds after every slime. Steam asks you to break 100 deposits (Treasure Hunter) and bank 10,000 / 20,000 total (Grace / Attunement). Spend it in the shop. The shop UI can show more items at once than early playtests could; scroll. Buy tools that change a fight — extra answers, not comfort +5% sticks the design explicitly rejects. If you are hoarding Sanctite “for later” while a trial is deleting you, you already waited too long.

Life Orb shards. Extra red orbs on the HUD (Warden Blood; Invincible is find-all). This is the honest difficulty slider. Optional rooms become human when you stop two-shotting. The rune menu tracks how many you have banked. If a boss is cooking you and the count is low, the answer is this page, not a new mash string.

Manastone shards. Extra room on the blue bar (Warden Spirit; Transcendent is find-all). Perfect blocks and skills both drink it. A block-heavy style without mana shards is a self-own: the 0.39 rule still ships, and an empty bar after a block stuns you. Read combat combos before you spend every shard on HP out of panic.

Runes and skills. Official production copy described on the order of 25 passive Runes and about 12 mana skills, found by exploring, beating bosses, uncovering secrets, and clearing trials. You will not see all of them on a right-only run. Theory lives on rune builds and skills and Fury. This page only tells you they are collectibles, not cosmetics.

Where secret rooms actually sit

The island is compact: surface forests, lakes, towers, crystal caves, lantern catacombs, sacred ruins. Compact does not mean empty. Habits that pay:

  • Look up, look down. Default peek is the up/down direction; full binds sit on controls. Several demo rooms hide a ledge that only exists once you tilt the camera.
  • Retrace after a movement toy. Two screens, not twenty. Divinum is not a 40-hour checklist Metroidvania.
  • Treat gated arenas as chests with homework. A trial that pays a Rune is a collectible with a boss health bar. Leave if it is over-tuned; come back with shards.
  • Debris and projectiles are not loot, but they hide loot. Knocking junk into enemies is a launch-week trick. The room that taught you that trick often has a shard on the far ledge you ignored while juggling.

Do not confuse a launch collision bug with a secret. Climbing a ledge and jumping together can put Fjør through walls with infinite air until a void door. That is a bug. Menu-quit. Details in launch notes.

Shop discipline

Sanctite in the pocket does nothing. A first-hour shop pass should answer one of three questions:

  1. Can I survive one extra hit?
  2. Can I keep enough mana to perfect-block a beam?
  3. Does this item change a string I already know?

If the answer is “it looks rare,” walk away. The design pitch is unique builds, not a museum. After you slot a Rune, go test it in a trash room before you spend the rest of the wallet on a second theory.

Demo versus full island

The still-listed Steam demo is a story prologue plus a mid-game combat slice, with challenge arenas players nicknamed things like The Ultimate Test. Sanctite magnet, shard counts on the rune menu, and the roomier shop all arrived in demo 0.39.1 and shipped. The full 28 August 2026 campaign is the rest of the island, the rest of the Runes, and the rest of the named bosses. If you 100% the demo, you have not 100% the game. See demo vs full.

A first-clear collectible route

  1. Prologue and HUD from getting started. Pick up every sparkle you can see without a new movement option.
  2. Open the rune menu and note shard counts before the first hard room.
  3. Spend Sanctite once, not four times in a panic after a wipe.
  4. Peek every ceiling and pit in the first two biomes.
  5. Attempt a low-tier trial. If it deletes you, explore one more biome instead of repeating the death.
  6. After a new movement tool, retrace. Then push story elites such as the fights covered on bosses.
  7. After the story, mop. Steam’s 45 achievements will follow the mop more honestly than a speedrun.

What counts as “done”

You are not done because you saw credits. You are done when the rune menu’s shard counts have stopped growing, the shop has nothing that changes a fight, and the overlay’s leftover trophies are combat tricks rather than missed rooms. That is a player standard, not an official 100% screen — Sigil Games has not published a collectible total. When they do, this slug will gain the number.

Until then: magnet the Sanctite, bank the shards, and stop treating the main road as the whole island.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

What is Sanctite in Divinum?

The sparkly shop currency. A magnet pickup shipped from the late demo. Spend it on tools that change fights, then keep routing via collectibles.

Where are life and mana shards?

Off the main path in caves, ruins, and optional rooms. The rune menu shows how many you banked. See also map exploration.

Does the demo include every collectible?

No. The demo is a prologue plus a combat slice. The full island is the Steam campaign.